#version 330 core

layout (location = 0) in vec3 a_position;
layout (location = 1) in vec3 a_normal;

out vec3 frag_pos;
out vec3 normal;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main() {
    frag_pos = vec3(model * vec4(a_position, 1.0));
    normal = a_normal;
    gl_Position = projection * view * vec4(frag_pos, 1.0);
}
